Virtual Block 3

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Virtual Block 3
Set symbol
CodeVB3 · GEMP set 601
PublisherStar Wars CCG Players Committee
EraVirtual Legacy (2009–2014)
StatusLegacy
ReorganizedSeptember 2009[1]
Official text7 December 2009[2]
Cards120 (59 Light, 61 Dark)
PreviousVirtual Block 2
NextVirtual Block 4

Virtual Block 3 is a Players Committee legacy virtual expansion. These cards are no longer valid for competitive play; use the Decipher sets and the current virtual sets (2014 Reset onward).

The official sheet is titled Virtual Block 3: Return Of The Jedi. The Players Committee issued the cards as printed slips: print the sheet, cut out the area beneath the card title, and sleeve the cutout with the original card.[2]

The September 2009 hub Date is the Block reorganization date, not the first print year of every card. On 16 September 2009 the Players Committee announced completion of Virtual Set 6: Reflections IV. The same announcement realigned the existing virtual sets (Virtual Sets 1–18) into thematic Virtual Blocks.[1] Constituent cards were originally released across 2002–2009 as Virtual Sets 1–18.

The combined legacy list is also published as Virtual Master on the Players Committee cardlists.

The sheet prints 120 slips. Two of them, Captain Verrack (V) (slip 67) and Medium Transport (V) (slip 114), are not on the Committee's Virtual Block 3 card list.[2][3]


Some of these cards were later reused in the current virtual sets (2014 Reset onward), usually with updated frames and set icons.

Card list

Light Side

Character

# Slip Image Card Type Game text
63 Admiral Ackbar (V) Character Adds 3 to power of anything he pilots. It's a Trap! is destiny +2. Adds one battle destiny while piloting a Mon Calamari Star Cruiser. Once per game, may deploy a capital starship to a system (even as a 'react') from Reserve Deck; reshuffle.
64 Attark (V) Character During your control phase, if No Love For The Empire on table, may retrieve a non-unique alien of a different species than your Rep.
65 Aved Luun (V) Character Deploys only on Tatooine. Adds one battle destiny with Kalit. Your Jawas and sandcrawlers are destiny +2. May deploy Jawa Camp, Sergeant Doallyn, or Thedit on table from Reserve Deck; reshuffle.
66 BG-J38 (V) Character Your dejariks are destiny +2. Grimtaash is immune to Sense. Once per turn, may take Grimtaash into hand from Reserve Deck; reshuffle.
67 Captain Verrack (V) Character [Pilot] 1, 2: any Star Cruiser. While aboard a Star Cruiser or with Admiral Ackbar, opponent's weapon and battle destiny draws at same system are -2. Other Mon Calamari at same system are forfeit +2.
68E Chief Chirpa (V) Character Deploys only on Endor. Ewoks on Endor are power +1. 'Vehicle with armor' on Ewok Catapult may be treated as 'non-Dark Jedi character' ('crashes' is then treated as 'lost'). May not be targeted by weapons.
69 General Solo (V) Character Adds 3 to power of anything he pilots. During battle, may use 1 Force to play an Interrupt from your Reserve Deck (then place that card out of play). Once per turn, may take a non-Interrupt card with 'door' in game text into hand from Reserve Deck; reshuffle.
70 General Walex Blissex (V) Character Adds 1 to power of anything he pilots. While piloting a capital starship at a battleground system, in each battle a player's first battle destiny draw may not be canceled or reduced and if opponent canceled a just drawn battle destiny, they lose 1 Force.
71E Han (V) Character Adds 3 to power of anything he pilots. Force retrieval with Or Be Destroyed is immune to Secret Plans. While armed with a blaster, Han is defense value +2. While Or Be Destroyed on table, immune to attrition < Han's power.
72 Kalit (V) Character Deploys only on Tatooine. Your other Jawas are power and forfeit +1. Your vehicle forfeited at same site satisfies all remaining battle damage against you. During your turn, may use 1 Force to take a card with 'Jawa' in game text into hand from Reserve Deck; reshuffle.
73 Laudica (V) Character While Rayc Ryjerd or Tonnika Sisters on table, power +3. Whenever opponent Force drains at a non-battleground, you may retrieve 1 Force. During your deploy phase, may deploy an Effect with 'matching' in game text on table from Reserve Deck; reshuffle.
74 Leslomy Tacema (V) Character Adds 3 to power of anything she pilots. While on Tatooine, your docking bay transit to and from Tatooine is free. Power +2 at Cantina, Mos Eisley, or a docking bay. During your deploy phase, may deploy one Bo Shuda, Ellorrs Madak, or Yerka Mig on table from Reserve Deck; reshuffle.
75 Lieutenant Blount (V) Character Adds 2 to power of anything he pilots. Double Agent is a Used Interrupt. Once per game: may take Double Agent into hand from Reserve Deck; reshuffle. OR if you just targeted with Double Agent, may add 2 to your total destiny. OR may target opponent's bounty hunter with Double Agent instead of their spy.
76 Luke Skywalker, Rebel Scout (V) Character Adds 2 to power of anything he pilots. If drawn for destiny, may take into hand to cancel and redraw that destiny. Power +1 for each Dark Jedi here. Luke's weapon destiny draws are +1. At same site, opponent must first use 1 Force to fire a weapon. Immune to attrition < 6.
77 Master Luke (V) Character Adds 2 to power of anything he pilots. During battle, may use 2 Force to place an opponent's alien (except Jabba or a Rep) present with Luke in owner's Force Pile (opponent may use or lose 3 Force instead). Immune to attrition < 4 (< 7 if with an alien leader).
78 Orrimaarko (V) Character Once per game, may take a rifle and/or an Interrupt with 'scout' in game text into hand from Reserve Deck; reshuffle. Unless Undercover, while alone at an exterior site, opponent's weapon destiny draws here are -2. Immune to attrition < 4.
79 Princess Leia Organa (V) Character * Deploys free only as an escorted captive of Jabba or a bounty hunter. Your Strangle destiny draws are +1. 'Escort alone' on Strangle is treated as 'escort'. When released, escort is lost and you may retrieve any three cards (except Strangle).
80 See-Threepio (V) Character Unless Jabba on table: you must first use 3 Force to play How Did We Get Into This Mess?; and, once per turn, if with R2-D2 at a Jabba's Palace site, may place your hand in Used Pile to draw the same number of cards from Reserve Deck.
81 Tamtel Skreej (V) Character Deploys only to a Tatooine site as an Undercover spy. Once during each control phase, if Undercover, may relocate your character at a related site to Lando's site (for free). Once per game, may deploy Vibro-Ax on Lando from Reserve Deck for free; reshuffle.
82 Tanus Spijek (V) Character Once per game, when deployed to a site, opponent loses 1 Force for each Dark Side character present. Draws one battle destiny if unable to otherwise.
83 Tawss Khaa (V) Character While at a battleground planet site, your Force drains and Force drain bonuses here and at same site as Sergeant Doallyn may not be canceled. Immune to attrition < 3.
84 Wicket (V) Character Deploys only on Endor. Once per game, may use 3 Force to release a Rebel captive present on Endor. During your deploy phase, may use 1 Force to deploy an Ewok weapon or a unique (•) Ewok from Reserve Deck; reshuffle.

Effect

# Slip Image Card Type Game text
85E Bargaining Table (V) Effect Deploy on table. Your unique (•) aliens are forfeit +1 (+2 if they have printed deploy costs greater than or equal to their printed forfeit). During your deploy phase, may deploy one Attark, Crell, Loje, Momaw, Tzizvvt, or Vul from Reserve Deck; reshuffle. (Immune to Alter.)
86 Commando Training (V) Effect Deploy on table. Ben Kenobi is deploy +1. Your C-3PO, Lando, and Rebels (except [Death Star II] Jedi) ignore location deployment restrictions (and 'power -1') in their game text and apply their Endor deployment modifiers at any location. Once per game, may deploy a [Virtual Block 4] Effect from Reserve Deck; reshuffle. (Immune to Alter.)
87 Count Me In (V) Effect Use 2 Force to deploy on Leia (even if a captive) or Back Door. Attrition against opponent is +1. Once per game, may place this Effect out of play to cancel a Force drain at same or related site.
88 I Must Be Allowed To Speak (V) Effect Deploy on table. Once per character, when you deploy Chewie, Lando, Leia, or Luke to a Tatooine site, may take any one card from Used Pile into hand; reshuffle. While Han is frozen, Rebels are immune to None Shall Pass. Once per game, may deploy a farm on table from Reserve Deck; reshuffle. (Immune to Alter.)
89 I Wonder Who They Found (V) Effect Use 2 Force to deploy on Han or Back Door; draw top card of Used Pile. Non-Jedi, non-[Permanent Weapon] Rebels are defense value +2 and immune to attrition < 3. May place this Effect out of play to cancel the targeting of a weapon at same or related site.
90E I'm With You Too (V) Effect Deploy on Luke (even if a captive) or any non-[Episode I] Throne Room; recirculate. Your duel destiny draws are +1. Once per turn, may lose 3 Force to cancel a just drawn battle destiny at same or related locations of either Luke or this Effect.
91E Let's Keep A Little Optimism Here (V) Effect Deploy on your non-droid character present at a battleground site; character may not be carried from here or move. Target a Dark Jedi at a site. You lose no more than 1 Force to Force drains at target's location. This Utinni Effect canceled when reached by target.
92E Luke's Ultimatum Effect Deploy on table. Once per turn, during battle at a Jabba's Palace site, may say 'Free us or die!' to make your destiny draws +1 and your Interrupts immune to Sense for remainder of battle. May place this Effect out of play to cause a player to activate 2 Force.
93E Seeking An Audience (V) Effect Deploy on table. Once per turn, while You Can Either Profit By This... or Or Be Destroyed on table, may use 2 Force to deploy one C-3PO, Chewie, Lando, Leia, or R2-D2 from Reserve Deck; reshuffle. Once per game, may place this Effect out of play to take a character from Lost Pile into hand. (Immune to Alter.)
94 Strikeforce (V) Effect Deploy on table. Once per game, if opponent just played an Interrupt, may stack it here. To play any new Interrupt of same name, players must first stack it here. May place this Effect in Lost Pile (place cards here in owners' Used Pile) to retrieve a starship. (Immune to Alter.)
95 Superficial Damage (V) Effect Deploy on table. You may forfeit non-lightsaber weapons (using forfeit value = 3); place your just forfeited weapon in Used Pile. During your deploy phase, if you just deployed a vehicle or starship, may deploy a weapon (for free) on that vehicle or starship from Reserve Deck; reshuffle. (Immune to Alter.)
96 That's One (V) Effect Use 2 Force to deploy on Chewie or Back Door; may place up to two cards from hand on Force Pile. Your battle destiny draws are +1. Once per game, may place this Effect out of play to cancel a battle just initiated here.
97E The Time For Our Attack Has Come (V) Effect If you just deployed or moved a second Rebel starfighter to a system, deploy from Reserve Deck (reshuffle) (or deploy from Lost Pile) a [Death Star II] starship there; deploy on that starship: it is power and hyperspeed +2 and immune to attrition < 5. Once per game, this starship may make an additional move. (Immune to Control.)
98E Uh-oh! (V) Effect Deploy on table. Once per turn, may use 1 Force to deploy one Clak'dor VII, Neb Dulo, or a musician from Reserve Deck; reshuffle. While you control Clak'dor VII, your musicians are power and forfeit +2. During your control phase, may retrieve 1 Force for each battleground site you control with a musician. (Immune to Alter.)
99E Yarna d'al' Gargan (V) Effect If Agents In The Court on table, deploy on table. No Love For The Empire may not flip. Bo Shuda may not be canceled. Your characters at Jabba's Palace sites may not be attacked. During your deploy phase, may use 1 Force to deploy a Tatooine battleground location from Reserve Deck; reshuffle. (Immune to Alter.)

Interrupt

# Slip Image Card Type Game text
100E A Jedi's Patience (V) Interrupt USED: If a captive on table, activate 2 Force. LOST: Once per game, if a Dark Jedi present with a Skywalker (except Shmi), even as a non-frozen captive, they duel. Both players draw 2 destiny; add ability. Higher total wins. For remainder of turn, winner is immune to attrition and the loser may not move.
101E Corellian Retort (V) Interrupt USED: Cancel an attempt to target your Corellian (or your starship piloted by a Corellian) with a weapon. LOST: Retrieve your just lost Corellian (or your just lost character of ability < 4) into hand.
102 Covert Landing (V) Interrupt USED: During opponent's move phase, if Bunker 'blown away,' peek at top four cards of a player's Reserve Deck; replace in any order. LOST: During opponent's move phase, deploy a Rebel scout of ability < 5 from Reserve Deck to an Endor site opponent does not occupy; reshuffle.
103 Diversionary Tactics (V) Interrupt USED: Target one piloted starship at a system. That starship is hyperspeed -1 for remainder of turn. LOST: If you have 2 unique (•) piloted Rebel (or [Republic]) starfighters in battle at a system, draw destiny. If destiny < 4, exclude one starship from that battle.
104E Don't Forget The Droids (V) Interrupt USED: Cancel an attempt to target a droid with a weapon. LOST: If a battle was just initiated at a site, lose 1 Force and place your droid there out of play to cancel all opponent's weapon and battle destiny draws during this battle.
105 Endor Celebration (V) Interrupt Cancel an Effect with 'occupation' in title. (Immune to Sense.) OR During your draw phase, if you have a Rebel scout alone at Back Door, draw destiny. Activate or retrieve 5 Force and place this Interrupt on bottom of Lost Pile if destiny < the number of your scouts on table.
106 Ke Chu Ke Kukuta? (V) Interrupt If you have an information broker on table, draw destiny. If destiny > the number of opponent's characters on table, you may use 1 Force to take any one card into hand from Reserve Deck; reshuffle.
107 Mandalorian Mishap (V) Interrupt Suspend all Effects with 'gangster' in game text for remainder of turn. OR Target a bounty hunter and/or gangster at a site. For remainder of turn, targets may not fire weapons and their game text is canceled.
108 Our Only Hope (V) Interrupt If your [Death Star II] objective on table,USED: Deploy Luke from Reserve Deck; reshuffle. OR During your move phase, relocate Luke to a site opponent occupies. LOST: If your Rebel of ability > 2 just won a battle or duel, take any one card into hand from Reserve Deck; reshuffle (if Rebel is Luke, may also retrieve any one card).
109 Rapid Deployment (V) Interrupt Target a site. At same and related sites, Rebel scouts deploying from hand are deploy -2 (and they may not battle or move) for remainder of turn. OR Deploy a Rebel scout (deploy +2) to a site from Reserve Deck; reshuffle.
110 Rebel Leadership (V) Interrupt Take an admiral or a non-Jedi general into hand from Reserve Deck; reshuffle. OR Once per game, deploy a war room from Reserve Deck; reshuffle. OR If your admiral or non-[Episode I] general is in battle, may add one battle destiny or prevent opponent from drawing more than one battle destiny (their battle destiny draws may not be canceled).
111 The Signal (V) Interrupt USED: Use 1 Force to take a character weapon into hand from Reserve Deck; reshuffle. STARTING: Take into hand and/or deploy from Reserve Deck up to three Effects of any kind with 'Jedi' in lore or game text. Place this Interrupt in Reserve Deck.

Location

# Slip Image Card Type Game text
112 Endor: Ewok Village (V) Location Light Side: Non-unique Ewoks are Heroic. While you occupy, gains one [Light Side Force]. No starships or vehicles here.
Dark Side: No starships or vehicles here. If no Ewoks on Endor, Force drain +1 here.

Starship

# Slip Image Card Type Game text
113 Green Squadron 1 (V) Starship May add Green Leader as a pilot. Once per turn, may take Diversionary Tactics into hand from Reserve Deck; reshuffle. If with Executor at end of battle, may draw destiny; Executor and this starfighter lost if destiny > 5.
114 Medium Transport (V) Starship Permanent pilot provides no ability. During battle, may target an opponent's capital starship present. Draw destiny. Target and this starship are lost if destiny +2 > target's defense value.
115 Mon Calamari Star Cruiser (V) Starship For each Imperial starship on table, deploys -1 (to a minimum of 3). May add 5 pilots, 6 passengers, 1 vehicle, and 3 starfighters. Permanent pilot provides ability of 2.
116 Red Squadron 7 (V) Starship Heroic. May add 1 pilot. Once per game may place a non-[Immune to Alter] Effect at same system in owner's Used Pile. Corran Horn and Keir Santage deploy -1 aboard; while either piloting, immune to attrition < 4.
117 Tydirium (V) Starship May deploy (with a pilot) without presence or Force icons. May add 2 pilots and 6 passengers. May forfeit a scout aboard to cancel all remaining battle damage against you.

Vehicle

# Slip Image Card Type Game text
118 Chewie's AT-ST (V) Vehicle May add 2 pilots. During battle, if Chewie aboard, may target an opponent's character or AT-ST present. Draw destiny. Target hit and power = 0 if destiny > defense value. Immune to attrition < 4.

Weapon

# Slip Image Card Type Game text
119 A280 Sharpshooter Rifle (V) Weapon Deploy on your Rebel scout. During battles at same site, attrition against opponent is +1. May target a character, creature or vehicle at same or adjacent site for free. Draw destiny. Target hit if destiny +2 > defense value. Once during your control phase, may fire using 2 Force.
120 Enhanced Proton Torpedoes (V) Weapon Use 1 Force to deploy on your starfighter. May target a starship for free. Draw destiny. If on a Heroic starfighter, may use 1 Force to add 3 to total. Target hit if destiny > defense value.

Admiral's Order

# Slip Image Card Type Game text
62 Taking Them With Us (V) Admiral's Order Each player may, once per battle at a system, lose 1 Force to target two participating unique (•) piloted starships with immunity to attrition (one from each player); both starships lose all immunity to attrition this turn. When deploying to capital starships, your Mon Calamari pilots are deploy = 1.

Dark Side

Character

# Slip Image Card Type Game text
01 Bane Malar (V) Character Blaster Rifle is a matching weapon for Bane. While at a battleground planet site, your Force drains and Force drain bonuses here and at same site as Ree-Yees may not be canceled. Immune to attrition < 3.
02 Bib Fortuna (V) Character Opponent's non-Jedi characters are deploy +1 to [Jabba's Palace] sites. Once during your control phase, you may place three cards from hand in Used Pile to reveal top card of Reserve Deck; if it is an alien, take it into hand.
03 Captain Yorr (V) Character Adds 2 to power of anything he pilots (3 if piloting any starfighter). If your starship participating in a battle is about to be excluded (even if that starship may not participate in battle) or made lost by opponent, you may choose for it to be 'hit' instead.
04 Commander Igar (V) Character Adds 2 to power of anything he pilots, 3 to power of any combat vehicle. Once per turn, if piloting a combat vehicle, may use 1 Force to cancel a 'react' from a related site to this site or cancel an opponent's just drawn battle destiny at same site (except their first this battle).
05 Fozec (V) Character Adds 2 to power of anything he pilots. While Undercover, opponent's Force drains at related locations are -1. Once during battle, if with an ISB agent, may cause opponent to draw destiny. You may retrieve 2 Force if destiny > 2.
06 Gela Yeens (V) Character Adds 3 to power of anything he pilots. Opponent may not target Gela Yeens (or a starship he pilots) with weapons. While in battle with Jabba, opponent's characters at same site are power and forfeit -2.
07E Hermi Odle (V) Character Aliens at same and related sites may not have their weapons stolen or be Disarmed, and, while armed with a non-lightsaber, non-[Permanent Weapon] weapon: their weapon destiny draws are +1 and opponent's [Permanent Weapon] characters are power -1 there.
08 Jabba The Hutt (V) Character While with your alien leader, Jabba is immune to attrition and may not be targeted by Interrupts or weapons. May deploy one Scum And Villainy on table from Reserve Deck; reshuffle. During battle, may use 1 Force to double the power of one other non-[Maintenance] alien present.
09 J'Quille (V) Character May deploy to a shielded site, and, for remainder of that turn, suspends 'Hoth Energy Shield Rules' at his site. Once per game, when deployed to a site, opponent loses 1 Force for each Light Side character present.
10 Lieutenant Grond (V) Character Adds 2 to power of anything he pilots. Adds one battle destiny if with Colonel Dyer or if driving a swoop. May place Lieutenant Grond in Used Pile to cancel a Force drain at a related location.
11 Lieutenant Renz (V) Character Once per game, if at a battleground site, may initiate a Force drain that cannot be canceled; Force drain is +X (this bonus may not be canceled; ignore other modifiers) where X = the number of unique (•) Stormtroopers at battleground sites.
12 Lieutenant Watts (V) Character Adds 2 to power of anything he pilots. Once per turn, if at a battleground site, may take a weapon from Lost Pile into hand to cancel a Force drain at a related site.
13E Lord Vader (V) Character Adds 3 to power of anything he pilots. May deploy an opponent's lightsaber just lost from same site on him (for free); may then use two weapons. While The Quick And Easy Path on table, Jedi Escape and What Was It? may not cancel duels. Immune to attrition < 5.
14 Major Hewex (V) Character Your unique (•) Stormtroopers are deploy -1 to same site and are forfeit +1 at same and related locations.
15 Malakili (V) Character Deploys -4 on Tatooine. Rancors may deploy here (even if Malakili is not the only character, habitat permitting), are defense value +4 here, and may not attack Malakili. During your deploy phase, may deploy one Rancor here from Reserve Deck; reshuffle.
16 Nizuc Bek (V) Character Whenever opponent Force drains at a non-battleground, may retrieve 1 Force. During your deploy phase, may deploy an Effect with 'matching' in game text from Reserve Deck; reshuffle. Once per turn, may place Juri Juice from hand on Force Pile to cancel a Force drain.
17 Sergeant Wallen (V) Character During battle here, your Imperial leaders may not be targeted by weapons. Your Imperials of ability < 4 at same site (except Galactic Senate) may not have their game text canceled or their forfeit value modified or reset.
18 Sim Aloo (V) Character Agendas: law, rule. While at Conference Room, adds one [Dark Side Force]. While with another Imperial Council Member, adds one battle destiny. Immune to attrition < 4.
19 The Emperor (V) Character Never deploys or moves (even if carried) to a non-Senate site opponent occupies. Each turn, may lose 1 Force (free in battle) to target a character present with him. Draw destiny. Target lost if destiny +1 > defense value. Gains [Republic] at opponent's Senate.
20 Vizam (V) Character Whenever opponent deploys a starship, vehicle, or weapon (including a [Permanent Weapon] weapon) to same or related location, you may activate 2 Force.
21 Wooof (V) Character Adds 3 to power of anything he pilots. Wooof may deploy with any cruiser using Combat Response. When deployed, may draw top card from Reserve Deck. During your deploy phase, if piloting Jabba's Space Cruiser, may deploy one Jabba aboard (for free) from Reserve Deck; reshuffle.

Effect

# Slip Image Card Type Game text
22 All Wrapped Up (V) Effect Deploy on table. Double Back is a Used Interrupt. Once per turn, may take Bounty into hand from Reserve Deck; reshuffle. If present, your bounty hunter may capture a character opponent just forfeited at same site. Whenever you collect a bounty, may place that Effect out of play to take a retrieved card into hand. (Immune to Alter.)
23E Aratech Corporation (V) Effect Deploy on table. AT-STs and speeder bikes are power and forfeit +1. During your deploy phase, may reveal an AT-ST or Speeder Bike from hand to take a unique (•) [Endor] Imperial pilot of ability < 3 (or vice versa) into hand from Reserve Deck, and deploy both simultaneously; reshuffle. (Immune to Alter.)
24 Bantha Herd (V) Effect Deploy on a Tatooine site. Once per turn, may place up to 3 cards from hand face down here. You may 'react' to battles initiated against your lone Tusken Raider by deploying (for free) any Tusken Raider(s) and/or Bantha(s) here. (Immune to Alter.)
25E Cane Adiss (V) Effect If opponent just Force drained at their non-battleground site (or anywhere for more than 2 Force), deploy on that location. Your characters and vehicles may deploy (for -1 Force each) here regardless of location deployment restrictions. If you control this location, place this card in Used Pile; opponent loses 2 Force. (Immune to Control.)
26E Crossfire (V) Effect Deploy on table. Your AT-STs are immune to attrition < 4. Once per game, may use 3 Force to take an Effect that deploys on a location (except Expand The Empire) into hand from Reserve Deck; reshuffle. During battle, may place this Effect out of play to draw one battle destiny if unable to otherwise; your next battle destiny draw may not be canceled. (Immune to Alter.)
27E Den Of Thieves (V) Effect Deploy on table. Your aliens of ability < 3 may not have their forfeit values reduced. Your battle destiny draws are +1 where you have a character with 'plotting to kill Jabba' in lore. May lose 1 Force to raise your converted [Jabba's Palace] site to the top.
28E Emperor's Power (V) Effect Deploy on Emperor. Jedi are power -1 and deploy +1. During your control phase, if Emperor present at a battleground site with Vader (or two Imperial Council Members), opponent loses 1 Force.
29 Empire's New Order (V) Effect Deploy on table. Whenever an opponent's alien is just lost, they lose 1 Force. While all of your ability on table is provided by Imperials and Imperial starship pilots, your admirals, generals, moffs, and Emperor are deploy -1 and are forfeit +1. Aliens are deploy +1 and forfeit -1.
31E Endor Shield (V) Effect Deploy on table. Unless Rebel Strike Team on table, cancel opponent's Force generation at Endor system. Twice per game, may take an admiral (except Piett) or general into hand from Reserve Deck; reshuffle. Whenever opponent's Endor on table, raise your converted Endor system to the top (if possible). (Immune to Alter.)
32 Establish Secret Base (V) Effect If you control Bunker, deploy on Endor system. At each Endor site you control with an AT-ST or Biker Scout, opponent's Force generation is canceled. During your deploy phase, may deploy one Aratech Corporation or an Effect with 'Endor' in the lore or game text from Reserve Deck; reshuffle. (Immune to Alter.)
30 Flagship Operations (V) Effect Deploy on a system. Your TIEs may relocate (as a regular move) to a system from 0 to 3 parsecs away. For each battleground system you control with two TIEs piloted by Imperials, you may add 3 to your total power in battles. Opponent's Force drain is +3 here. (Immune to Alter.)
33 Hutt Bounty (V) Effect Deploy on Jabba. Your battle destiny draws are +1. At related sites you control, your Force generation is +1. During battle here, may make a non-Jedi character present with Jabba power = 0.
34 Imperial Academy Training (V) Effect Deploy on table. Imperials armed with a blaster or rifle at battleground sites are forfeit +2 and their weapon destiny draws are +1. Once per battle, if you have a non-lightsaber weapon there, may use 2 Force to add 4 to your total power. (Immune to Alter.)
35 Inconsequential Losses (V) Effect Deploy on table. You may forfeit non-lightsaber weapons (using forfeit value = 3); place your just forfeited weapon in Used Pile. During your deploy phase, if you just deployed a vehicle or starship, may deploy a weapon (for free) on that vehicle or starship from Reserve Deck; reshuffle. (Immune to Alter.)
36 Pinned Down (V) Effect Deploy on table. X = 4 on [Virtual Block 4] Tusken Breath Mask. May place this Effect in your Used Pile to cancel a 'react'.
37E Security Precautions (V) Effect Deploy on a site you occupy. Opponent's non-[Immune to Alter] Effects deployed on this site are suspended. While your weapon here, for opponent to deploy or move a character here requires +1 Force, and, during battle, may place your trooper here (unless alone) in Used Pile to cancel the firing of opponent's weapon here.
38 Something Special Planned For Them (V) Effect Deploy on table. Once per game, if opponent just played an Interrupt, may stack it here. To play any new Interrupt of same name, players must first stack it here. May place this Effect in Lost Pile (place cards here in owners' Used Pile) to retrieve a starship. (Immune to Alter.)
39 Well-earned Command (V) Effect Deploy on a battleground site. At sites where you have a vehicle with armor and an Imperial general (or Imperial commander), your total battle destiny is +3 and opponent may not draw more than two battle destiny. If opponent controls this site, this Effect lost.
40 You Want This, Don't You? (V) Effect If opponent just drew a card for destiny, deploy on table and stack that card face up here. Opponent may lose 3 Force to take card stacked here into hand; place this card in Used Pile. (Immune to Control.)

Interrupt

# Slip Image Card Type Game text
41 Abyssin Ornament & •Wounded Wookiee (V) Interrupt USED: Creature attacks at pits are immune to At Peace and Yarna d'al' Gargan until end of your next turn. (Immune to Sense) OR Cancel an attempt to target a rancor with a character weapon. OR Use 1 Force (2 if a rancor on table) to deploy Nal Hutta from Reserve Deck; reshuffle. STARTING: If Great Pit Of Carkoon on table, deploy from Reserve Deck an Effect that is always [Immune to Alter] and choose to deploy from Reserve Deck: Rancor Pit and a rancor there, OR Power Of The Hutt and Sarlacc. Place this Interrupt in hand.
42 Dead Ewok (V) Interrupt Cancel Ellors Madak. (Immune to Sense.) OR Use 2 Force to cancel the game text of an opponent's alien for remainder of turn. OR Place an Ewok Catapult in opponent's Used Pile. OR Make an Ewok power and forfeit = 0 for remainder of turn.
43 Freeze! (V) Interrupt Deploy Blaster Rack from Reserve Deck; reshuffle. OR During battle, attrition against opponent is +1 for each non-lightsaber weapon you have present. OR Your scout is power +3 for remainder of turn.
44 Imperial Tyranny (V) Interrupt USED: Deploy Empire's New Order on table from Reserve Deck; reshuffle. OR If Vader just won a battle at the same site as an alien, place that alien out of play. LOST: If a battle was just initiated where you have a character weapon card, place the top card of your Lost Pile on top of your Reserve Deck.
45 None Shall Pass (V) Interrupt If opponent just deployed a character (except Leia) to a Jabba's Palace site, use 1 Force to place that character on bottom of opponent's Force Pile (opponent may draw two cards from Reserve Deck).
46 Outflank (V) Interrupt If opponent just initiated battle at a site where their total power is greater than yours, you may use 1 Force (or cause opponent to use 1 Force) to relocate one of your characters or vehicles to that site from a related location.
47 Sacrifice (V) Interrupt If opponent just initiated a battle, target your non-immune to Alter Effect on table. Draw destiny. Place target on Used Pile and activate up to X Force if destiny < X, where X = target's destiny number.
48 Scout Recon (V) Interrupt Find one of your missing characters. OR if your scout is in a battle, activate X Force, where X = the number of scouts you have in that battle. OR add 3 to your total battle destiny during a battle at a site where you have an Imperial and opponent has an alien.
49 Sneak Attack (V) Interrupt USED: If opponent just initiated a battle, place a card from hand on top of Reserve Deck. LOST: Add one battle destiny where you have an AT-ST, scout, or lone Imperial of ability < 4.
50 Twi'lek Advisor (V) Interrupt USED: Use 3 Force to deploy a unique (•) alien (for free) from hand or Used Pile; reshuffle. STARTING: Take into hand and/or deploy from Reserve Deck up to three Effects of any kind with 'Jabba' in lore or game text on table from Reserve Deck; reshuffle. Place this Interrupt in Reserve Deck.
51 Wounded Wookiee (V) Interrupt If opponent's character was just hit during battle, add one destiny to your total power (two if character was a Wookiee); take cards drawn this way into hand. OR If you just lost X Force to a Force drain, draw up to X cards from Reserve Deck.

Location

# Slip Image Card Type Game text
52 Dungeon (Prison) Location Dark Side: May not deploy to Bespin, Dagobah, or a Rebel Base. Whenever you imprison a captive (without a bounty) here, may retrieve 2 Force (once per captive).
Light Side: If you control, instead of Force draining, may release one imprisoned captive here.

Starship

# Slip Image Card Type Game text
53 Accuser (V) Starship Deploy -3 if Death Star II on table. May add 6 pilots, 8 passengers, 2 vehicles, and 4 TIEs. Permanent pilot aboard provides ability of 2. Power and forfeit +1 for each Rebel starship here.
54 Dominator (V) Starship Destiny +2 when drawn for destiny. May add 2 pilots, 4 passengers, and 2 TIEs. Permanent pilot provides ability of 2. May reveal this starship from hand to place on Used Pile.
55E Jabba's Space Cruiser (V) Starship Deploys and moves like a starfighter. Permanent pilot provides ability of 2. May add 1 alien pilot and 6 passengers. Your [Independent Starship] starships may deploy here as a 'react'. If Jabba here, immune to attrition.

Vehicle

# Slip Image Card Type Game text
56 Jabba's Sail Barge (V) Vehicle Deploys only on Tatooine. May add 1 driver and 8 passengers. Scum And Villainy may deploy aboard. During your deploy phase, may deploy one Jabba, Pote, or Passenger Deck aboard from Reserve Deck; reshuffle. Immune to attrition < 6.

Weapon

# Slip Image Card Type Game text
57 AT-ST Dual Cannon (V) Weapon Deploy on your AT-ST. May target a character, creature or vehicle for free. Draw destiny. Target hit (may lose 2 Force to make it lost instead) if destiny +X > defense value, where X = the number of your AT-STs present. May fire repeatedly for 2 Force each time.
58 Concussion Missiles (V) Weapon Use 1 Force to deploy on your starfighter. May target a starship for free. Draw destiny (if on a Heroic starfighter, may first use 1 Force to add 3 to total). Target hit if total destiny > defense value.
59 Darth Vader's Lightsaber (V) Weapon Deploy on Vader. May add 1 to Force drain where present. May target a Jedi or Skywalker for free. Draw 3 destiny and choose 2. Target hit (may place any Interrupt from opponent's Lost Pile out of play) and forfeit = 0, if total destiny > defense value.
60 Feltipern Trevagg's Stun Rifle (V) Weapon Use 1 Force to deploy on your bounty hunter (free on Feltipern Trevagg). May target a character for free. Draw destiny. Target captured (and you may take one Interrupt from Lost Pile into hand) if destiny +2 > defense value.
61 SD-17 Homing Missile Weapon Deploy on Boba Fett, Jodo Kast, or your character with a Jet Pack. May place this weapon in Used Pile to target a character or vehicle using 2 Force. Draw destiny. Character lost if destiny -1 > defense value. Vehicle hit if destiny +2 > defense value.


External links

References

  1. ↑ 1.0 1.1 https://web.archive.org/web/20090918131415/http://www.starwarsccg.org/
  2. ↑ 2.0 2.1 2.2 VirtualBlock3.pdf, Star Wars CCG Players Committee (official text 7 December 2009). Preserved copy: Internet Archive
  3. ↑ Virtual Block 3 card list, Star Wars CCG Players Committee. Preserved copy: Internet Archive